
The problem is that the very capabilities that let a game have “way more of something than it could otherwise have” (say, thousands of unique voices reading context-specific runtime generated text) can be used to reduce the need for workers (so one can just pretty much generate all speech in game by paying a bunch of random people of the street for to come over and read text for 1h and then just clone their voices and used that to generate all in-game speech - the quality way less than pre-prepared lines read by a trained voice actor, but the cost will be a tiny fraction of it).
AI can helps us do things which in practice would otherwise be impossible but many (maybe most) companies are just using it to cut manpower costs even though it delivers inferior results than than trained professionals.

For me it really depends on the game and whilst the “glitzy” is often an indirect indicator of a game which is limited in its replayabiliy - I suppose because often they’re games were there was much more investment in looks than gameplay - I should have added “highly curated” to that sentence since for me games with a story meant to be experienced in a certain way are pretty much “play once”.
Most of the games which I keep coming back to again and again in quite short cycles have emergent gameplay elements and even the entire game area is different from play to play - not just Indie Games like Factorio, Don’t Starve, The Lone Dark in Survival mode and Project Zomboid but also something like The Sims - whilst of “story” games, there are very few I go back to (as I mentioned Oblivion but also Fallout New Vegas and Fallout 3) and when I do it’s after much more time, I suppose because I have to forget most of the story for it to be fun again.
My impression that in the last decade AAA has focused mostly on just two kinds of games - “Glitzy AAA open-world-ish” RPGs and multiplayer battle games - and for me the first have limited replayability unless they’re a world with A LOT of depth were the story is but a small part of the game, whilst I can’t be arsed to play the latter ever since online battlefields were swamped by kids in consoles as I really don’t have the patience to babysit somebody else’s ill behaved kids (still waiting for game makers to figure out that Adult Only servers would be immensely popular).
It’s not that AAA can’t do games with massive replayability, it’s that the AAA part of the industry seems to have gone down the route of games being either “curated experiences” or massive multiplayer were the emergent gameplay comes the actions of other players, whilst many Indies - having way smaller budgets - have gone down routes were the gameplay is “self-assembling” emergent, often with the game area being procedurally generated, which adds up to something less predictable were two runs of the game whilst sharing some similarities are in practice sufficiently different not to feel repetitive.

Almost all of the “Top 10 most replayable games” I have are Indie games, especially in the last 10 years.
They’re games like Factorio or Project Zomboid which I keep getting back to a year or two after I last played so much of it that I got fed up.
Glitzy AAA open-world-ish games have beautiful visuals but their replayability is near zero, worse so for games which seem open-world but are in fact linear.
Mind you, some older AAA jewels in that style (such as Oblivion) do get me to come back eventually, but it takes something like 5+ or more as I basically have to forget most of the story before it’s interesting to play such a game again.
If Price matched “Hours of Fun”, almost all of the AAA stuff would be way cheaper whilst many Indie games would be far more expensive.

Fuck, maybe they went down in quality again 😬
In my own experience, the original QCs were great tech for the time, the QC 2.5 (or maybe I had a QC 2?) had issues and lasted much less and then the QC 3.5 were again great (the battery lasts way longer, build quality is nice and the user interface is decent with no such problems as your reported “easy to switch off” button).
Also I never used the manufacturer’s app, and it’s not really needed even with with the wireless 3.5 model (I don’t even know if there’s a mfg app for those), certainly not with the previous ones which are wired.
(As a general rule I avoid mfg apps since they’re almost always overbloated shit and instead always chose devices which do not require an app).
The QC 3.5 was launched almost a decade ago, so plenty of time for later models to have been enshittified.

This is totally different from my experience.
I use headphones, which cover the full ear so I don’t get any “tired ears” from those. Maybe you’re using a totally different model (no idea if BOSE have earphones and if they’re any good - I avoid any earphones exactly because of getting “tired ears” with them).
If you’re using headphones, maybe you have the QC 3 (which are widelly seen as shit)?!
I have had over the years the original QC, QC 2.5 and QC 3.5 and still use the QC and QC 3.5 with none of those problems (funnilly enough, the oldest, an original QC, uses a single removable AAA battery, and I use rechargeable ones and even that will last around 3 - 4 days, whilst the built-in LiPo in the QC 3.5 lasts even more than that when using bluetooth, and even more when using an audio wire).

I’ve been using Bose Quiet Comfort noise reduction headphones for almost 2 decades now, ever since I had to do software development in a large open space office alongside the noisy business-side types (this was in Investment Banking - so whilst not a heavy-machinery-noisy environment, certain the top range of office noisy) and those they were very good already back then (I’m still using at home the first model I got, after replacing the ear-pads which is what gets damaged over time).
The QC 3.5 and onwards have bluetooth AND also a wired connection as fallback (which I have had to use with devices without bluetooth).
Of course, you pay for it (last ones I got were €250 if I remember it correctly), but then again they last a long time (as I said, the first ones, now almost 2 decades old, are still work fine even if the outside is all scratched up and they’re now on the 5th or 6th pair or earpads).
I very much doubt Sony one’s are anywhere close to that, especially given that the quality of Sony devices took a massive dive in the late 90s when top level management which until then was dominated by the Engineering side was taken over by the Media side took over (before they used to be known for the high quality of their electronics).
Well that, how that is not reliable and requires specific knowledge to do, how most people don’t know how to do it because it’s not at all advertised and how all that is an anti-feature negative to customers and which doesn’t at all need to be there.
But yeah, I definitelly tend to ramble on and on (and on, and on, and on …).
This is something I wasn’t aware of, so thanks for the info.
There are also some other ways to work around Steam DRM, such as the Goldberg Emulator (basically a steam_api DLL which for steam client games emulates the Steam servers).
It’s just all so unreliable and an unecessary hassle when it does work, because of something which only benefits Steam and causes a product to be inferior for the customer.
If Steam made available offline installers with no DRM, clearly stated on the store page even if alongside stuff with DRM and/or no offline installers, I would be buying way more from them than I do.
Even with the whole “so far, so good” soft thouch approach under Gabe’s leadership that does not leverage market power over developers to force use of Steam’s DRM and lets us as customers have all sorts of ways to work around Steam DRM when games do have it, we’re all just having to pray that the guy keeps eating his veggies, avoids saturated fats and walks at least half an hour a day so as to reduce the risk of dying from a heart attack, and always looks both ways when crossing the road so as not to be run over, because when the guy goes the “benevolent regime” might very well be replaced by a malevolent one (as has happened in lots of good companies) and people’s game collections in Steam will be hostages to it because of the way things are set-up (since the first thing a “malevolent regime” would do is push updates closing all the loopholes).
Steam purposefully pushed and pushes for there to be unecessary hurdles in installing and running the games customers buy from them, which do not benefit their customers but do benefit Steam, and which did not exist in most games before Steam (“offline” installers was the default way to install games until the Steam Store).
They don’t do it in a nasty way that tries hard to stop people from finding workarounds to that, so some customers will then find hacks to work around such obstacles, and hacks by definition are not supported and in this case do not work reliably for all games.
Steam not tightenning it down as much as they can and thus there being ways around it for some games, doesn’t make it any less true that Steam has a policy of trying to get the games that they sell to have an unecessary reduction of customer freedom that does not deliver anything to the customer, and that they don’t disclose which games do and which don’t so that the customer can’t easilly make an informed decision on that factor.
(Compare it to how GOG does make available GOG Galaxy which will does deliver the same core positive features as the Steam App, such as automated updating, but doesn’t actually force customers to use it at all for any game. Personally I installed the thing once, looked around, uninstalled it and went back to downloading installers)
My problem is with that policy of trying to limiting the freedom to use the product, for Steam’s benefit and in a way that doesn’t benefit customers in any way form or shape, even if it’s done via the soft sales push to developers/publishers rather than leveraging their dominant market position as a game store to force it on developers/publishers, together with some purposeful obfuscation in the games listings so that customers when buying don’t just start favoring games not crippled with those freedom limitations.
No matter how Steam makes it happen, ultimatelly what customers get from Steam is “likely crippled, might be able to hack my way around it for some but I don’t know which” games., which compares negativelly with GOG who have a policy for all games of being “guaranteed not crippled in this way or similar”.
It makes total sense that this then reflects on whether as a customer I’m willing to buy or not a game from Steam and even in being willing to pay a bit more for a game which is guaranteed to not come purposefully crippled in the way most Steam games are.
“There’s an easy undocumented workaround that works for some games” doesn’t really alter the reality that Steam is purposefully set up to keep customers tied to Steam for things where there is no need for customers to be tied to Steam. Steam could’ve moved towards a model like GOG were customers use their app simply because it’s convenient, nice and delivers desired features rather than because they have no other option than use it, but Steam haven’t moved to that model.
Mind you, I’m not saying that people shouldn’t buy from Steam, I’m saying that they should be well aware that Steam is trying to sell them products which have had some features purposefully crippled for Steam’s benefit and to force customers to use the Steam App, and if knowing this those people are still fine with it, then it’s their choice.
Are you saying that from the Steam Store you can download an offline installer?
Or is it a not officially supported process that some users figured out, involving running Steam on the work PC, installing the game there, copying the installation files over (or maybe the installer itself from the Steam cache) to the home PC and then runninb Steam there, online to verify/execute the installation.
Because if it is the latter, I don’t think it qualifies as “the same thing” as what I described I did with GOG. That’s more of an undocumented hack than an actual store feature.
My own negative experiences with Steam vs GOG were:
Beyond that with Steam you have the risk that Steam takes away one or more of your game for some reason (say, licensing problems or just Payment Processors pressuring them to do it), you lose access to your account and can’t recover it (unusual, but possible), your account is forcibly closed for an arbitrary reason with no appeal (not happened yet with Steam but did happen with others such as Google), the store goes bankrupt and closes (not happened yet with steam but has happened with sellers of music with DRM if I remember it correctly), games without DRM or with Steam’s light DRM (the one simply using steam_api.dll, for which there are implementations which just emulate the API without phoning home) get forcibly updated to hard DRM so whilst before you could run it offline, now you can’t.
(Mind you, you get some of these problems - such as risking the loss of your entire game collection if the store goes belly up - with GOG if you just use GOG Galaxy and don’t download the offline installers for all your games, but at least there it’s entirely down to you as the store does nothing to make it harder for you to eliminate those risks)
Steam makes a lot of effort to keep itself inside the loop of gamers playing the games, not forcibly so (as somebody pointed out, they don’t force developers to use DRM) but more with a soft sales push (they offer it for free to developers and publishers and purposefully a bunch of “easy to implement” online features such as Achievements to using the “phone home” Steam DRM to induce developers to use it). They also do not at all indicate before a purchase on the Steam store if a game has Steam DRM or not, so that consumers have to go out of their way to make an informed buying decision, if at all possible. Even for the games on Steam without any DRM one has to actually use an unsupported process to keep a copy of that game after installed from Steam (a simple copy & paste which those who know what a filesystem is can do, though maybe not the less tech literate, though gamers tend to be more tech literate), so people tend not to do it. The result is that most Steam games have DRM and most game playing done on games from Steam involves the phone-home check of the Steam DRM.
Meanwhile in GOG it’s the exact opposite - people have to really go crazily out of their way to run a game from GOG with DRM (apparently there are one or two which slipped the net, and for others I guess you could implement your own DRM around it by encrypting the binary or something 😜)
Ultimately it boils down to weather one is comfortable or not with having for their games collection the risks I listed above.
Personally, with my almost 4 decades experience as a gamer (and almost that much as a Techie), I’m not at all comfortable with that since over the years I’ve seen multiple instances of people getting fucked by their software or even hardware being unnecessarily tied to a vendor for their normal usage loop.
That said, people going into this aware of the risks and still cool with them, then, hey, 👍, you’re an adult, making a well informed decision and will only affect yourself it the risks do materialized into a problem, so you’ll get no criticism from me.
Step 1 - Put up the strawman by stating that the other person was trying to do something they explicitly said they were not trying to do when they actually explained exactly what they were trying to do:
your metaphor is based on the premise that copy and paste is difficult.
(No. My methaphor is based on how in multiple domains “selling things which can be altered to do something else by those who know how to do such alterations is not the same as selling things for that specific purpose”, as I already explained before and you pointedly ignored. PS: anybody in doubt can just read my other posts here as they’re all consistently about how things are sold, not how things are hacked)
–
Step 2 - Totally trash the very strawman you put up:
You can compare it to something ridiculous, but it doesn’t change that copying and pasting something is something actual children master.
(Absolutely right! I was doing totally wrong that which you claimed I was trying to do. In fact, so totally and completely wrong was the way I was trying to do what you claimed I was trying to do, that intelligent individuals might even suspect I was not in fact trying to do that which you claim, but something else for which what I wrote wasn’t such a mismatched comparison).
–
PS: Loved in this latest post the throwing of vague aspersions about my education level as a counter whilst not in fact addressing my argument. Really shows the strength of your argument and depth of reasoning.
Steam is pushing DRM, to publishers and makers, just the soft sales push rather than forcing them to use it.
It’s not even heavy DRM - it’s designed as a single DLL and there are literally freely available implementations out there of the API as DLLs which allow running most Steam games offline and Steam has done nothing to try and have them pulled down - so at the moment it’s not at all done in a nasty forceful way.
The end result is still that most Steam games do have Steam DRM, most gamers out there don’t know how to work around it, and if tomorrow Steam wants to force update all games to have nasty DRM, they can.
(And, as we’ve seen from how they caved to payment processors on the whole Adult Games front, Steam can be even be pushed to do things they don’t intend to do)
It’s kinda like it’s possible to configure Windows 11 to not run with all the eavesdropping shit, but people have to be aware of it, care about in and go out of their way to make it happen (though, unlike Steam, MS will actually periodically switch back ON that stuff which people switched OFF).
It’s not a nasty “authoritarian” forcing of DRM but it’s still the relentless soft sales push that in practice results in almost everybody by default buying and running games with DRM, whilst with GOG the default is no DRM so most people run DRM free games (one would have to really go out of their way to run a GOG game with DRM).
If there is one thing almost 4 decades as a gamer have taught me is that often DRM is fine until it isn’t, and you don’t really know which ones will be a problem until they are a problem and by then it’s too late and a game you love is now unplayable. If this is bad on a game, it’s many times worse when it applies to a collection of hundreds of games - if Steam turns evil or goes bankrupt it will be many times worse than just one game not running on an OS version later than the max supported when the game was shipped (or something like that).
In risk management terms, with games purchased from Steam de facto there are risks which are not in games with an offline installer and which don’t have DRM (needs not be bough in GOG, and GOG too has some of those risks if you don’t proactivelly download the offline installers), and a couple of decades in gaming (and Tech in general) have taught me that sometimes you get bitten by such risks.
It is a very appealing proposal and that’s why I myself have bought games from Steam when I can’t find them in GOG. Further, I’m not strict about always downloading GOG offline installers for all my games, even though if I don’t I run the risk of losing those games if for example the GOG store closes.
And, as you point out, “so far, so good”.
I’ve just been burned by earlier forms of enshittification and service relationships misportrayed as purchases of forever access.
Also, almost 4 decades of using or in Tech have made me very aware of elements which can affect long term usability of software and hardware.
So nowadays I’ll only ever spend money on things which follow that scheme if I’m willing to lose it, even if for now they seem fine, and favour things that I’ll have a chance to still make work 10 or 20 years down the line (funilly enough, this week I’ve been playing Jagged Alliance 2, which is a 26 years old game with gameplay that’s still as fun as back then).
My methaphor is explained in the pharagraph immediatelly following that first one:
When you’re making a purchasing decision on their store, Steam doesn’t tell you upfront if the game has or not their DRM hence you cannot make an informed decision on that factor: Steam most definitelly do not want potential customers to select games on the basis or absence of DRM.
I hoped this made it obvious that I was making an analogy about the way both things are sold, by, you know, me talking only about the way things are sold in the following paragraph and not at all about other things.
It’s you who chose to treat the thing as a comparison between the details of characteristics I mentioned in passing and did not at all mention further in my explanation.
Your claim that my premise is about the technical difficulty in making one or the other support making them do something they are not officially supported to do is a Strawman.
You pointed out that Steam sells games without DRM.
I pointed out that for the customer that’s just a side effect of Steam selling games, since the absence of DRM is not pitched as a feature or even listed by the Steam store.
It seems to me that my point just adds to your point to make a more complete picture that better informs readers.
Are not both our points true?
What was the purpose of you writting as the very first sentence of your post:
Steam doesn’t enforce the use of its DRM (which is super easy to bypass anyway but that’s a side note).
If not to tell us that Steam also sells DRM-free games?
If Steam also sells DRM-free games (even if alongside games with DRM) then de facto Steam is a seller of DRM-free games.
Being a “seller of” doesn’t mean just selling that and nothing else.
My own experience of problems with the “Steam way” is wanting to install and run a new game whilst offline (for example, when I moved houses and was waiting to get landline Internet running, whilst mobile Interned was too slow or expensive to download anything but the tinyiest of games, all the while my external HD with a collection of GOG offline installers gave me plenty of options) and installing games in machines with older versions of Windows because the Steam Application doesn’t support those old OS versions anymore (plus, in all honesty, you definitelly don’t want to to connect such machines to the Internet for security reasons).
Further, as I said in a different post, I can run my GOG games through Lutris by default sandboxed with networking disabled, but I can’t do that in Steam.
More in general, as a Techie since the 90s I’ve long been very aware (and averse) to the dangers of having software or data which is supposedly yours yet is de facto under direct control of an external 3rd party for whom you’re nothing (i.e. not a mate you lent a CD to, but a big company with a massive Legal budget controlling your access to it using phone-home validation), so out of principle I heavilly favor sellers who do not try and retain control of what I bought from them. Same reason I didn’t like “phone home” or “dependent on external servers” hardware or DRM-wrapped books or music, well before the recent wave of enshittification and increase in problems like digital books taken away from people because of some licensing dispute (or even their accounts just being terminated) or hardware bricked because the servers were switched off.
Whilst it might seem like an old-fashioned sense of ownership, that posture has saved me from pretty much all the effects of the enshittification wave.
I use both Steam with Proton (for Steam store games) and Lutris with Wine (for the rest, mainly GOG) and the rate of one-click-setup success in both is about the same (maybe slightly better for Steam), with Lutris with Wine being more easy to tweak for solving the problems for those games that won’t just directly run, plus Lutris lets me do way much more configuration customizing, so for example all my games under Lutris run sandboxed with networking disabled by default.
Granted, I am a Techie so I can more easilly figure out how to tweak all those configuration options and how to track launch problems in the logs.
Maybe Steam with Proton has a slight advantage for non-Techies (or Techies who just don’t have the patience to even try to tweak things when a game won’t run and just give up on it and move on), but it’s not really that amazing - I get the impression it’s more of a problem of misinformation (people hear about Steam and Proton and how it’s all great, so try it and stick with it, but they don’t hear enough about Lutris and the Heroic Launcher so end up not even trying either of them): it looks a lot to me like an instance of the usual “open source vs commercial software” marketing problem.
Mind you, without Lutris (or, as others mentioned, the Heroic Launcher which is similar) with all the nice install scripts properly configuring Wine for the specific game being installed, trying to game on Linux by directly configuring Wine (+DXVK) would be as an experience bad as gaming on Linux was a decade ago.
PS: That said, using the GOG client on Linux is a hassle and best avoided. both Lutris and Heroic integrate with GOG, listing the games in your account and seamlessly downloading the installers when you chose to install a game.
The problem is that with Steam you only know if that works after you bought the game and only know if that works across machines if you upfront have two machines to test it in.
I mean, if you know upfront that it matters to you (which you might not until, say, your machine breaks and you happen to have no access to the Internet or Steam in your new machine yet, at with point you’ll be thinking “I wish I checked”) you can go through all the hassle of always thoroughly testing it within the refund period of that game, but at that point piracy is less of a hassle.
Meanwhile some of my GOG offline installers are so old that they have been used on 3 different machines (well, one was the same machine under Windows and under Linux) already.
Don’t get me wrong - I use both Steam and GOG, my point is that saying that “Steam has DRM free games” is even worse than a half-truth and about as bollocks as saying that a shop selling TVs is selling “Quake game machines” - sure, people with the right skills can get Quake to run in some Smart TVs, but that’s not how the store is selling them as, that’s definitelly not supported by them and they won’t refund you a Smart TV purchase as “not suitable for purpose” if that device fails to runs Quake.
Steam is as much de facto a seller of DRM-free games as a electric appliances store is a seller of quake games machines: some people with the right skills might get quake to work in some of the smart fridges or smart TVs they sell, but they’re definitelly not made for it, definitelly not sold as supporting that feature and definitelly no support whatsoever is provided for that feature.
When you’re making a purchasing decision on their store, Steam doesn’t tell you upfront if the game has or not their DRM hence you cannot make an informed decision on that factor: Steam most definitelly do not want potential customers to select games on the basis or absence of DRM.
Also the install process of a game in a new machine with Steam is always via their store which can arbitrarily refuse you access to the games you supposedly bought (only according to Steam, you only “licensed” them) whilst with GOG once you downloaded the offline installer it’s de facto yours (even in legal environments where such sales are not treated the same as sales of games in physical media - which are treated as owned). The copying over of a Steam game is a hack, which even without the Steam phone-home DRM might not work, for example, if the game won’t run properly when certain registry keys created during install are not present.
Unity has a store with a ton of useful user made libraries, frameworks and utilities most of which are generally not worth the time spent implementing it yourself when you can get the thing for something like 20 bucks.
Also, for gamedev shops which already have a lot of Unity experience in-house, it’s probably worth it to stay with Unity, though Unity so frequently changes their engine is profound ways, that existing Unity experience is less valuable than otherwise.
That’s mainly it.

Two things:
You’re confusing ownership of the “copyright of a game” with ownership of the actual instance of a game.
In jurisdictions were the Law is not just bought and paid for by industry lobbyists, you definitely own that copy you got when you downloaded the offline installer from GOG same as you would a game CD. What you don’t own is the copyright of the game.
Further, even in the jurisdictions were IP Law is thoroughly bought and thus has been subverted to serve media industry interests, you de facto own that copy you got when you downloaded the offline installer from GOG: because the way things are set up with GOG (meaning, no DRM), the copyright owner would have no recourse but to literally take you to court to take away that copy, which they won’t because it’s too expensive so not worth the cost - unlike with Steam they can’t just switch off you access to it by toggling a flag in a database.
Curiously, with Steam they can block you from accessing the copy of the game you bought even in the non-corrupt legal jurisdictions, because if they just block you from accessing it even if they legally can’t, it’s now up to you to take them to court to restore access to something you legally should have access to, and you won’t do it because it’s “too expensive so not worth the cost”.
Whilst the whole thing is a bit of a mess with multiple takes on multiple jurisdictions, the praxis side is the same everywhere: “Possession is 9/10 of the law” as the saying goes - so if you have it fully under your control (so, no “phone home” system that can lock you out from using it) THEY have to take you to Court and justify to the Judge why they should be allowed to take it away from you, whilst if it’s not under your control and they just take your access to it away from you, YOU have to take them to Court and justify why they should have to restore you access.
Even were you do not have legal ownership of a copy of a game, the way the GOG stuff is set up, once you’ve downloaded the offline installer you have de facto ownership which is pretty costly for them to overturn.
Meanwhile, the way the Steam stuff is set up you do not have control over that instance of the game and they can just take it away from you, and then it’s you who will have trouble overturning it even in jurisdictions were you’re legally in the right.

Yeah, but the store doesn’t actually tell you which is which when you’re looking to buy a new game, now does it?!
Further, will that copy of an install folder work if you copy it into a new machine? Maybe, but probably not (it depends on things like how the game handles missing registry keys and/or the graphics card changing whilst there’s already a shader cache for the previous graphics cards).
When you’re making a purchasing decision, if that factor is very important to you, Steam’s possibility that maybe it can be done in an unofficial non-supported way, but you don’t get told upfront if it does work, and you’re not sure if it will work if you change machines, doesn’t count as a real “I get to keep the game no matter what” feature - it’s a hack, that sometimes works, usually doesn’t.
In GOG that feature is standard.

I’ve been gaming on Linux for a year now and I have (and run) way more games from GOG than Steam.
Historically I avoided Steam because of the whole “you don’t own the games, you just license them at full price” nature of the “phone home” validation they have for most games, so I had a much larger collection in GOG than Steam to begin with since I would only get from Steam the really interesting games which I wouldn’t find in GOG (plenty of games I simply did not buy because they were Steam only).
That said, running GOG games in Linux is as least as simple as Steam games, thanks to me using Lutris which does all the heavy lifting of properly configuring Wine and VKDX to run my games and even integrates with GOG to directly download the installers: in practice I have about the same chance of success with click-and-play installing and running a game in Linux from the Steam Store via the Steam App as I do from GOG via Lutris.
Then on top of that, because I’m a techie, I actually prefer Lutris + Wine because it’s so much more open for configuration than Steam and to figure out yourself how to run games for which there are no pre-made configuration scripts, such as pirated ones - for example, for one of my Steam games I couldn’t at all find a way to run the official version of the game in Linux via the Steam App, but I could get the pirated version of that game to run just fine via Lutris.
I even have a default setting in Lutris which will run my games inside a Firejail sandbox with networking disabled plus a bunch of other security settings, something I can’t do in Steam (were I can only do it for the entire Steam App, which won’t function with disabled networking).

Funnilly enough plenty (if not most) games which won’t at all run in a more recent Windows like Windows 10 and Windows 11 run just fine in Linux via Wine.
All in all if we consider the full or near full timeframe for “windows games” (say, all the way back to Win95) I wouldn’t be surprised if it turns out that a present day Linux distro can run more “windows games” as Windows 11.
One of the more entertaining (though hardly unexpected) discoveries for me when I moved from Windows to Linux on my gaming machine was that several of the games I owned which I could not get to run in Windows, worked fine in Linux.

Interesting.
I’m having a look at documentation about it and weston does indeed seem like a pretty straightforward way of having a Wayland compositor on top of X11 (or per the documentation, on top of pretty much anything) to run applications that expect such a compositor, like Waydroid.
I think I might give that a try.
Thanks.

I’m on Pop!OS which comes with X11 by default, so I’m very wary of trying to change it to use Wayland as I don’t wan’t to risk breaking my gaming PC (followed by who knows how many days of mucking about with it to fix it) which is supposed to just be for coming home after work and relaxing.
Is there another way of running Android apps on Linux?

Doesn’t Waydroid require Wayland instead of XWindows?
Because my Linux PC is also my gaming PC, which for historical reasons (used to be a Windows PC) has a NVidia card, and from what I’ve read Wayland is a lot more problematic with NVidia drivers than XWindows.
Last time I went to install Waydroid I just stopped half way and reverted it because their website says it requires Wayland.

If I remember it correctly, the Dodi repack just needs some audio library configured in the Wine instance via Winetricks as a built-in library.
If what you see in the logs is, instead of a “Couldn’t load DLL”, a “Couldn’t find function in DLL” what you have is not a missing library but instead a library version mismatch. Go to Winetricks and force the use of the native version of the library: sometimes the built-in version of a common DLL in Wine is the wrong version, and you need to force Wine to use the version of that DLL that comes with the game, i.e. the “native” version.
If all that fails, Google that game’s name together with “Linux” to see if somebody else has figured it out.

I’ve been gaming on Linux for over a year now, and most of my games library was on GoG, though I also have a number of games on Steam.
Using Lutris for GoG games, in my experience the rate of “just runs out of the box” games (via Wine) is pretty much the same as for Steam (via Proton), both being somewhere around 9 in 10.
The Steam App basically wrapps the whole Proton, VKDX and so on with automated configuration, including game-specific configuration scripts, and that’s the same as launchers like Lutris and Heroic doing just with Wine instead of Proton, but if you’re trying to use those tools directly without such a launcher its like trying to run Steam games without Steam and just doing all the Proton/VKDX configuration (both general and game-specific) and launching yourself - the old way of running games in Linux from a decade ago which was a complete total PITA.

I went back to sailing the high seas for games when The Sims 3 from Steam wouldn’t run on Linux no matter what I did, whilst a pirate version runs just fine.
Pirating in Linux is actually much more complicated than running the game from Steam, or from other stores via something like Lutris, because for official versions of a game there are usually scripts doing all the necessary Wine/Proton configuration, but not for the pirate versions of a game, so if it fails to run directly you have to enable logging, dig through the logs yourself and figure out which libraries need to be configured with Winetricks, which is how gaming in Linux used to work 5 years ago (and why very few people did it).

Here in Europe, GOG support pretty much all the local payment systems (they’ll make available as selection the ones for your country on checkout) most of which are pretty straightforward to use nowadays an even come integrated with the banking phone apps.
Personally I switched from Paypal to one of those on my GOG purchases due to the whole censorship debacle.
PS: Steam is the same, by the way.
And found out filmset scenarios are filled with tricks that make it seem one thing to viewers whilst being something else, just like 3D worlds in games.